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Fantasy Bump
 
 
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2015년 9월 1일 오후 4시 16분
2016년 5월 3일 오전 7시 59분

상점에서 Fantasy Bump 보기

상점 페이지
Gigatross Games님의 1 모음집
Local Multiplayer on Greenlight
9 항목
최근 공지 모두 보기 (5)
Fantasy Bump is Greenlit!
Gigatross at KFX!
설명
출시일: Q2 2016


Fantasy Bump is a party platformer for 1-6 players that mashes single-screen battle shenanigans with super JRPG feels. Pick your job class and out-jump your opponents in each bumptastic game mode with oodles of stages to choose from over a host of fantastical locales.

Leap to new heights of glory in this, the legendary Fantasy Bump!



Grab a friend (or five) and play the demo in your browser today![gigatross.com]

~ The Many Modes of Fantasy Bump ~

The finest games in all the world await!
  • Bump Match - take each other on in stock or timed matches where it's bump or be bumped!
  • Color Dash - fill the stage with as much of your team's color as you can before time runs out!
  • Crown Command - wear the crown as long as possible but beware, all wish to be king!
  • Gem Rush - collect gems and bump them loose from rivals as the clock ticks down!
  • Grand Chase - race to the end of twisty & trap-laden courses, don't get left behind!
  • Tourney Royale - run through the full complement of modes tournament-style!




~ The Many Jobs of Fantasy Bump ~

The greatest bumpers of the realm have assembled!


The Fighters (Draco & Dina) - Stomp opponents with Ground Pound!




The Archers (Lynott & Lillian) - Handle walls like a pro with Wall Cling!




The Ninjas (Katsu & Keiko) - Jump and jump again with Double Jump!




The Bards (Armand & Arianne) - Rush from point to point with Air Dash!




The Wizards (Beansly & Beatrix) - Leap to higher highs with Charge Jump!




The Priests (Claudius & Cornelia) - Drift through the skies with Float!




~ The Many Features of Fantasy Bump ~
  • Achievements, Trading Cards & Leaderboards to round out the Steam experience
  • Cross-platform Multiplayer for players to connect and compete regardless of OS
  • Multi-gamepad Support so up to 6 humans can bump on one machine
  • Streamlined Controls for perfect play with arrow keys, WASD or any four pushables
  • Finely-tuned Platforming with the most maneuverable jumps this side of Samus
  • A Continuous Play Experience where the explorable town is all the menu you'll need
  • Cute 'n Charismatic Pixel Art that's a love letter to the 16-bitted beforetimes
  • A Chiptune Soundtrack loaded with catchy melodies and heroic themes

~ The Many Funs of Fantasy Bump ~

With its riotous multiplayer, charming cast, spit-shined controls, color-laden worlds and filled-out feature set, Fantasy Bump from Gigatross Games expands on the best that retro has to offer with all the modern trimmings. Don't take our word for it, though -- clicky here to try the late alpha local multiplayer demo![gigatross.com]

Be sure to let us know what you think in the comments below, we'd love to hear from you.


~ Help Us get Fantasy Bump onto Steam ~

Thank you for checking out Fantasy Bump! We're well over the hump of development and the game's getting fit for a full release. Your vote here on Greenlight makes all the difference and we'd be thrilled if you wanted to help us spread the word!

[gigatross.com] ~(^з^)-♡ ♡-(^з^)~
인기 토론 모두 보기 (2)
3
2016년 3월 23일 오후 3시 14분
is this game supporting danish ?
tosac
4
2016년 9월 3일 오전 10시 48분
Share your game mode ideas! What fun stuff do you want in Fantasy Bump?
Gigatross Games
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Drixxel  [작성자] 2016년 9월 4일 오후 8시 48분 
And thank you for the kind and hopeful words of support! We're just two of us making this thing and it's awesome to hear that you think the game has some kind of potential. Please do share anything else that's on your mind, it's great to be bouncing ideas back and forth :)
Drixxel  [작성자] 2016년 9월 4일 오후 8시 45분 
A job that specializes in teleporting back to its starting location is interesting, it's something to keep in mind for sure. It's fun to come up with new ideas for jump skills and how to keep them relatively balanced, my partner & I have given this a lot of thought. Teleportation as a jump technique is definitely cool, and even though at this late stage of development we'd be reluctant to introduce new jobs into the mix, the idea won't be forgotten.

Expanding the max players to 8 is certainly worthy of further consideration and cheers for going into detail about the value in doing it first. As an example of what I mean with the screen real estate issue, the way we've built things doesn't leave much wiggle room for squeezing in information for additional players on the results screen and having it all be presented nicely / remain readable. Plus, 6 unique jobs jives nicely with a 6 player game and it's kinda-sorta homage to the 6 Light Warriors of Final Fantasy 1.
Drixxel  [작성자] 2016년 9월 4일 오후 8시 27분 
Trust us, your input is very much appreciated, Dinner Supreme! What you've suggested are all good ideas, and you make a good point about the benefits of hazardous monsters. Up until now, we've been sticking with the philosophy that the only thing that should ever be able to hurt a player is a bump. The monsters are essentially interactive decoration, but we've played around with ideas for possible game modes that would make them the focus, like competing to herd the stage's monsters into your team's pen. Right now they obviously all share the same behaviour, just walkin' left and walkin' right and then getting spooked when bumped, but that really is a cool suggestion to instead treat it like they're going into a rage. If they had some special "angry" frames of animation to get the point across, it's easy to see this being a super fun addition.
Dinner Supreme 2016년 9월 4일 오후 8시 04분 
If most of what I said here gets disregarded then fine. I'm used to it and I tried my best to help bring this game up to a unique level but that enemy thing is indefinitely a real issue that cannot be ignored. That honestly hurt the game for me and I only tolerated it because I was playing an early demo and my expectation was that they would be fully functional and hazardous in the full game.

Do not limit yourself, just let go and fly! lol. it's a mistake that many developers make. You have golden potential to bring something out huge and unforgettable.

If you take the blue pill, the story ends. You wake up in your bed and believe whatever you want to believe. You take the red pill, you stay in Wonderland, and I show you how deep the rabbit hole goes....
Dinner Supreme 2016년 9월 4일 오후 7시 43분 
As far as 6 players.....eh it's okay. Nothing too much to brag about but it's acceptable i guess. 8 players would really stand out more though and you'd be surprised by how much 2 more players appeal to the masses (like Gang Beasts or Knight Squad for example) so do consider upgrading. I mean, had no problems seeing the "extra" enemies if that makes sense. You don't have to go 8 players but it's going to suck if another mario vs. game does it when you had the opportunity to be the first and only mario styled vs. game of that caliber.
Dinner Supreme 2016년 9월 4일 오후 7시 41분 
The teleportation is not done freely like in other games. You cant teleport in any direction that you want to, when you jump and you hit the button, you simply reset to the exact position from where you left the ground. You can't teleport left, right, up or down, you just teleport "back". Its not an advantage over other classes as it has its limits just like the rest and it wouldnt be something you can just spam either as it would have a restriction timer. Ive never seen it done in a game so I tried my best to give you something fresh there and it was pretty much the only jump skill I can think of since you have almost every basic one from every platformer. Its inspired by prince of persia where you can go back in time to undo falling to your death and things alike. I don't see a problem with teleport pads coexisting, considering that they would still hold the benefit of being able to actually get you across to a specific location unlike the concept I just described.
Dinner Supreme 2016년 9월 4일 오후 7시 32분 
But that's the thing. This game stands out because of multiplayer. It doesn't make sense why the enemies would be harmless. If I wanted to play a single player game to kill monsters then I would just play some random Mario game or another single player platformer. This is especially more baffling since when you stomp on the enemies, they seem to go in rage as if you can use them against other opponents or if you can hurt yourself in the process. If they're truely intentionally harmless then there is a high probabality that players are going to be wondering "why can't they kill me or the other players?" when playing bump matches and I would very highly suggest, at least making it an option for them to be hazardous in the pre-match settings where you select the lives/time limit. You have the opportunity to have the first and only ever solid Mario styled PvPvE (which makes it even more fun for many) and the only change to make that a reality is something small so keep that in mind.
Drixxel  [작성자] 2016년 9월 4일 오전 10시 29분 
That's awesome, really happy to hear you're digging the demo! Great feedback and suggestions, too :)

Extending the player count to 8 is a possibility, but 6 just feels right. Any more than that and it becomes a challenge to cram everything on screen per player that needs to be there. Something to think about, though! Also, the monsters are deliberately harmless, although we're working on a special single player mode that's likely to feature some dangerous ones.

Those are 2 cool ideas for new jump skills, a Luigi-style flutter jump sounds like fun especially. Teleportation would certainly add something new, although it would be a shame to lock that behaviour to any one job! We've got a bunch of interactive toys in the works to add fun and flavour to the stages, stuff like gears, switches and pushable blocks -- teleport pads sound like an excellent candidate for something like that.

Thanks for checking out Fantasy Bump and sharing your thoughts! Really appreciate it :D
Dinner Supreme 2016년 9월 3일 오후 12시 06분 
I have an idea for 2 new classes, especially if you go 8 players and they're all Jump based skills just like the rest


1. Teleporter character - The trickiest of all classes. This character lives a life of no regrets and too many 2nd chances. This character can teleport back to his or her original location no matter where they jumped from or how far as long they don't touch the floor. this would have like about 3-10 seconds cooldown before each use to keep it balanced.
<FOR TRICKSTERS>

2. Hover Jump characters - Rumor has it that these students exclusively learned directly from a legendary man within his holy year of praise and appreciation to recognize the value of enduring hardships in life which was something that the worshipping wizards lacked. This character can slow the descension of his or her jump in the air until they land. (pretty much Luigi's Scuttle/Hover Jump where he does his version of a flutter jump)
<FOR HARDCORE PLAYERS>
Dinner Supreme 2016년 9월 3일 오후 12시 03분 
I just tried the demo and I Loved it! Have you guys considered going from 6 players to 8 players for even more excitement?

oh and I was expecting the enemies to be able to kill you but I'm figuring that this is just something they're missing in this early build.